Read The Jungle of Horrors Online

Authors: Joe Dever

Tags: #Fiction, #Fantasy, #Lone Wolf, #Magnamund

The Jungle of Horrors (5 page)

BOOK: The Jungle of Horrors
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24

In the distance you see a pall of dense, black smoke rising into the sky. At its base a fortress wall and a cluster of cottages are feeding the greedy flames. Syada burns. To the north of the doomed town an army of black-clad troops covers the hills. The black wolf-head banners of Ogia sway on long poles, fluttering grimly above the ranks of the merciless horde.

Along the track a great procession of men, women, and children come towards you, some on horseback, some in carts, and some with bundles of possessions clutched to their soot-blackened chests. They stumble forward in silence, their eyes filled with terror and despair.

A soldier, bleeding from a wound to his head, rides past the crest shouting, ‘Turn back! Turn back! The armies of darkness are coming!’

Illustration II
—A soldier bleeding from a wound to his head rides past shouting: ‘Turn back!’

It is impossible to continue along the track northwards. The dirt road is blocked with refugees from Syada, and the Ogian horde are poised to launch an attack from the hills. Only two courses of action are left open to you: you can turn back along the track, or you can ride west, across the hills towards the Mordril Forest. Consult the
map
before making your decision.

If you wish to ride west,
turn to 311
.

If you decide to turn back along the track,
turn to 276
.

25

Your psychic skill detects that each of the black crystal cubes is vibrating, and what is more, the vibrations are building up to an explosive intensity. Should even one tiny fragment of a crystal puncture the Levitron's pressure tank, the liquid gas stored inside will ignite and the skyship will be torn to pieces in the resulting explosion.

If you wish to gather up the crystal cubes and throw them overboard,
turn to 50
.

If first you wish to help Paido fight off his attackers,
turn to 169
.

26

The dwarf's face beams with pride as he prepares to talk on his favourite subject — himself. Nearly an hour later you have heard all there is to hear about the life and hopes of Lardin, son of Kardon of Bor.

‘What news have you of Luukos?’ asks Paido, as the dwarf takes a rare pause for breath.

‘News of a kind that's becomin' only too familiar round these parts,’ he replies in a disgruntled tone. ‘That Zegron's bitten off more than he can chew this time. Once Lord Adamas an' the army boys come down on 'im he'll wish he'd stayed in his stinkin' city of Xanar, you mark my words.’

‘Don't be too sure o' that, Lardin,’ says a rosy-faced farmer, who has sidled along the bar to join in your conversation. ‘My sister reckons that this time Zegron won't stop till he's flattened everything between Luukos and the Tentarias.’

‘That star-gazin' sister o' yours is full o' good news. When 'as she ever seen anything cheerful with 'er telescopes an' charts an' crystal balls, eh? Answer me that.’ Agreement rumbles from the tavern crowd, now openly listening to the discussion.

‘That's as maybe,’ retorts the farmer. ‘But when 'as she ever been wrong, eh?’ An uncomfortable silence fills the inn, and slowly the crowd return to their own business. None, least of all the innkeeper, chooses to pursue the matter further.

If you wish to ask the farmer where his sister lives,
turn to 262
.

If you decide to leave the tavern and continue your journey north to Tharro,
turn to 318
.

27

You hit the floor and roll behind the table, the only cover available on this side of the refectory. The fireball scorches your back as it speeds across the room and explodes against the wall with a deafening crack. You find yourself lying beside Paido, who is unconscious but still alive. His blue-steel sword rests across the back of his legs, and the hilt of a dagger protrudes from the top of his boot.

If you have the Magnakai Discipline of Divination and have reached the rank of Tutelary,
turn to 131
.

If you wish to take his sword,
turn to 47
.

If you wish to take his dagger and throw it at the Helghast,
turn to 211
.

28

You draw an Arrow and take aim at the man-like creature close on your heels. Short-tufted fur covers his body and yellow tusks curl up from his boar-like snout. He wields an iron sword, old and rust-gnawed, and his eyes are black and cold.

Pick a number from the
Random Number Table
.

If the number you have picked is 4 or lower,
turn to 38
.

If it is 5 or higher,
turn to 125
.

29

Your horse becomes skittish when it sees the abbey loom into view: the painful memory of the Vordak attack is still fresh in its mind. Paido's horse behaves in exactly the same manner, and you are forced to ride cross-country, making a wide detour to avoid the abbey before rejoining the track and reaching the Great North Road.

Turn to 280
.

30

Golden fire erupts along the blade of the sun-sword as you raise it above your head. The Helghast shrieks and steps back, its eyes glowing red with fear and loathing. It recognizes the power you wield, a power that is the bane of its Darklord masters, a power that can bring about their total destruction.

Gnaag Helghast:
COMBAT SKILL
 34   
ENDURANCE
 48

This creature is immune to Mindblast (but not Psi-surge). Unless you possess the Magnakai Discipline of Psi-screen you must reduce your
ENDURANCE
by 2 points at the beginning of every round you fight this creature. If you have completed the Lore-circle of the Spirit, you may increase your
COMBAT SKILL
by 2 points for the duration of this combat. (Remember to double all
ENDURANCE
point losses sustained by the enemy due to the power of the Sommerswerd.)

If you win the combat,
turn to 268
.

31

For a few minutes you stare silently at the pool below. Nothing stirs in the seething waters to record the loss of your horses or the passing of the dreadful Anapheg. All three have disappeared without trace.

The distant thunder of battle pervades your thoughts, prompting you to leave the tree-bridge and move deeper into the Mordril Forest. The tall trees become denser, often forcing you to turn your body sideways in order to make any progress. Gradually dense undergrowth turns to a carpet of moss and blue-black lichen which clings to your boots like mud. A chill overwhelms you as a thick and pearly mist seeps from the cracks beneath the trees. The many sounds of the forest have disappeared to be replaced by a cold and eerie silence.

If you are in need of Tincture of Oxydine or of Oede herb,
turn to 237
.

If you need neither of these items,
turn to 91
.

32

Paido opens the tailboard and you pull yourself into the wagon. The driver jerks the reins and the rickety vehicle moves away, its wheels squealing as it clatters across the flagstoned quadrangle. In the narrow street ahead you see your horses hitched to a post outside a bakery. You call to the cloaked driver to stop and immediately he obeys your command, pulling his mules to a halt opposite the baker's shop. You bid farewell to your silent friend and retrieve your horses. He returns your wave with a smile and, as you mount your horse, you notice that around his neck he wears a wooden amulet shaped like a fish.

Suddenly the sound of angry voices echoes along the street as the monks emerge from the baker's shop. You and Paido spur your horses to a gallop, and not until you reach the town's north gate do you bring them to a halt.

Turn to 347
.

33

You take the grape-sized seed from your pocket and toss it over the counter. Seconds later there is a blinding flash as the Fireseed erupts into flame. The innkeeper leaps into the air, screaming like a madman as he fights to smother the flames which are eating a large hole in the seat of his trousers. He scrambles through the overturned tables and chairs and disappears through the main door. An instant later you hear a loud splash and the hiss of steam as the unfortunate dwarf leaps feet-first into the village stream.

Turn to 70
.

34

As you run you pull some food from your pack and drop it behind you in the mud. The temptation proves too much for the ravenous spider and it stops to gobble up the scraps. You escape into the mist.

Turn to 129
.

35

The paved street leads to a large stone building, its walls blank and featureless except for the stains of time. A group of fletchers sits outside beneath a row of bright lanterns, gluing feathers to thin shafts of wood. They work with speed and skill, transforming the rods into arrows of fine quality.

If you wish to stop and investigate the building,
turn to 168
.

If you wish to continue along the street,
turn to 264
.

36

The withered trees are grouped more densely around the northern edge of the pool. A ceiling of vines criss-crosses above your head, and creatures slither against your ankles as you wade through the foul-smelling mud. Progress is very slow.

Suddenly fearful screams, like the baying of rabid dogs, sound from the mist-enshrouded trees ahead. A host of creeping creatures, each an arm's length taller than a man, rise from their hiding places. Black water drips from their corpse-green hides, and their toad-like faces betray their evil intent as they slither and shuffle towards you.

If you have a Bow and wish to use it,
turn to 182
.

If you have a Fireseed and wish to use it,
turn to 225
.

If you wish to draw a hand weapon and prepare for combat,
turn to 265
.

37

‘The next barge north stops 'ere in an hour's time, though it's like to be a might late 'cause o' the storm,’ he says. ‘The fare is 40 Lune. If you wait at the jetty you'll see it when it comes up the valley.’

If you want to ask the old woman about her daughter, Tadia the Prophetess,
turn to 244
.

If you wish to thank her and leave the Ferry House,
turn to 299
.

38

The Arrow slices a wedge out of its shoulder and disappears into the dark, striking another of the beasts lurking in the undergrowth. The boar-faced Ghagrim ignores his bleeding shoulder and continues to advance, licking the blade of his rusty sword as he closes to attack.

Ghagrim:
COMBAT SKILL
 23   
ENDURANCE
 38

You can evade combat after three rounds;
turn to 309
.

If you win the combat,
turn to 9
.

BOOK: The Jungle of Horrors
2.83Mb size Format: txt, pdf, ePub
ads

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